Number of coarse level data to fetch while the current LOD tiles are being processed.
[Visual Basic .NET] Public Property ProgressiveFetchingLevels As Integer
[C#] public int ProgressiveFetchingLevels {get; set;}
[C++]
HRESULT get_ProgressiveFetchingLevels(
long* numOfProgressiveLevels
);
[C++]
HRESULT put_ProgressiveFetchingLevels(
long numOfProgressiveLevels
);
[C++]Parameters
numOfProgressiveLevels [out, retval] numOfProgressiveLevels is a parameter of type long numOfProgressiveLevels [in] numOfProgressiveLevels is a parameter of type long
Product Availability
Remarks
In order to give the user a better visual experience, the dynamic display can be rendered with several levels of coarse textures to be rendered while waiting for the background thread to finish processing the data for the current map scale (and therefore the appropriate level of detail). The user can control the number of coarse textures by setting properties ProgressiveDrawingLevels and ProgressiveFetchingLevels, where ProgressiveDrawingLevels sets the number of level of details the dynamic display will search in memory to get a coarse texture. ProgressiveFetchingLevels sets the number of level of details for which the dynamic display will set requests to actually fetch data on the background thread incase this data is not found in memory.
Setting the StrictOnDemandMode property to true, forces the dynamic display to set tiles requests only for the current map scale and logically sets ProgressiveFetchingLevels to zero.
By default, all layers are set to work using StrictOnDemandMode = true, to give the best total drawing speed.
When this property is set to false, especially with raster layers, the user experience is much better, although the total drawing time is about 30% longer. Being overridden by ProgressiveDrawingLevels and StrictOnDemandMode.